As shown in the last posts, we can use scattered interpolation for height field creation or to animate a hand model with a data glove. Now, it is time to dive into the mathematics. Especially, we examine scattered interpolation using radial basis functions.
…
In the last blog post (Scattered Interpolation – Example 1: Smooth Height Fields) we introduced the concept of scattered interpolation, how scattered interpolation is supported in DigitalRune Mathematics, and how it can be used to create smooth height fields. Here is another example that shows how useful this technique is. The mathematical details of scattered interpolation will follow in the next blog post.
Scattered Interpolation is a very useful mathematical method, but it is not widely known among game developers. Once you understand it, it can solve many problems. Creating smooth height fields from random points or smoothly interpolating animations are only two examples. It is definitely worth to dig through a bit of mathematics to add a handy new tool to your toolbox. This tool is also readily available in the DigitalRune Mathematics library.
In this post we are going to look at an examples. In future blog posts, we will look at other examples and explain Scattered Interpolation with all the scary mathematics.
A collection of the most useful blog articles can be found here:
Article Collection (on Documentation page)
DigitalRune is a trademark of Garstenauer Information Technology OG.
Garstenauer Information Technology OG Weingartenstrasse 35, 4452 Ternberg Austria (EUROPE) office@digitalrune.com